TobiWahn_Kenobi TobiWahn_Kenobi

[v0.54.2]Babylon 5 - Sins of the Younger Races Remastered {Rebellion 1.95+} *UPDATE 16.05.2023*

[v0.54.2]Babylon 5 - Sins of the Younger Races Remastered {Rebellion 1.95+} *UPDATE 16.05.2023*

Babylon 5 mod effort for Sins of a Solar Empire Rebellion

This is the story of the last of the Babylon 5 mod-efforts. It's goal, to prevent another failure, by creating a place to solve our problems collaboratively. Its a port of call, home away from home, for modelers, texturers, programmers and sound engineers. 

 

Babylon 5 - Sins of the Younger Races

 
Disclaimer:
The authors are not responsible for any damage that may arise from using this mod. This mod may not be sold under any circumstances. It may be downloaded, as long as it does not violate the laws of the state/country you live in. This disclaimer must always be distributed with the mod. For other used please contact me personally.

Thanks to the TEAM:
2D Artist: Tobias Liebhart (TobiWahn_Kenobi), SteinerX
Bughunters: Rob Cummings, cybertx, Darvroth, Peter1x9, ZombiesRus5
Coders: Ronie Albesa (zRazor), Rob Cummings (NewHorizons), Davroth, EvilTesla-RG, Rodney Jenkings (HotRod), Tobias Liebhart, Zvezdochets
Model Templates: Amras-Arfeiniel, James Newman (Firehawk)
Modelers: Ronie Albesa, Amras-Arfeiniel, Fileosoft, Johan Klaver, Koobalt, Tobias Liebhart, Stefan May, Timmaigh, Pauli Valkeejärvi (Hawkwall), Zvezdochets
Musician: Pauli Valkeejärvi
Research: Rob Cummings, Darvroth, Rodney Jenkins
PR: Darvroth, SteinerX
Sounds: Rob Cummings, Pauli Valkeejärvi, Zvezdochets
Texturers:  Tobias Liebhart, SteinerX, TFL_BigBangTheory, Timmaigh, Pauli Valkeejärvi, ZombiesRus5
Moderation: Blake00


Additional support: boshimi336, Lavo_2, myfist0, Gürol Salk (Geopard)

And to
MysticAngel for the Automated Fighter docking ability
The Babylon 5 X3TC team


And thanks to all those modelers whose work is a inspiration and a template for creating ingame assets

If I forgot anyone, please contact me so I can give proper credit. (There seem to be so many decent people involved at the moment)

 

Release 0.54.1 Full Download for Rebellion 1.95+
& Patch 0.54.2

Sins Of The Younger Races Remastered

NEW - Balvarin Carrier and Minor Factions fix!

 

 

Installation Guide:

  1. Download the latest Sins Remastered mod from here:
    https://www.moddb.com/mods/sinsre
  2. Extract the archive into a 'SinsRemastered' folder in your 'C:\Users\%username%\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85' folder.
  3. Download the latest Babylon 5 Sins of the Younger Races mod from here:
    https://www.moddb.com/mods/sins-of-the-younger-races
  4. Extract the archive into your root 'Mods-Rebellion v1.85' folder instead of a new mod folder as the archive ALREADY contains a premade 'SotyrRemastered' folder inside of it (so if you're not careful you'll end up with a mod folder inside of a mod folder and it won't work lol).
  5. Start Sins and go to 'Options', then 'Mods', and you should see the mods you've installed.
  6. Enable 'SotyrRemastered' and then enable 'SinsRemastered' too. Make sure that the load order is SotyrRemastered first/top and then SinsRemastered second/bottom.
  7. Restart Sins and you should be good to go!

Sometimes the in-game mod loader can be a bit funky so if you can't see the mods you've installed or something isn't working then enabling the mods via the 'EnabledMods.txt' file in your 'Mods-Rebellion v1.85' folder where you installed the mods to is the other alternative. It should look like this to work:


TXT2
SinsArchiveVersion 194
Version 0
enabledModNameCount 2
enabledModName "SotyrRemastered"
enabledModName "SinsRemastered-v0.95b"


 

DISCORD:

https://discord.gg/9AwgByEEKn

 

Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)
http://babylon5ins.blogspot.com/

 

Yours TobiWahn_Kenobi

 

14,153,443 views 5,473 replies
Reply #3876 Top

Quoting Darvroth, reply 3875
I'm advocating against the titan foundry, it is unnecessary and doesn't really fit with the B5 universe.

Edit: While it could be claimed to be the Victory yards or some such it is yet another bit of art for each race and we already face a steep climb...

Titan foundry will be in the game. No Titan Foundry, no Titan. The Victory under capitalships is still the old Capship Victory. It will be removed on my next submit to BitBucket.

Quoting christopher_pedersen_swe, reply 3876
I'v been playing more and looking for the problem with the wayward fighters, and I have noticed two things. 1: When a carrier moves close to a planet their fighters can be "launched" right out of the gravity well in the blink of an eye. I have only observed this once, and with the Minbari. (Flyer)

2: The gorith/frazi are the main culprits and the problem seems to come when pirates/ etc try to hunt them down with their "Garda" ships, then they just chase each other out of the gravity well and never stopp. If the picture link works you'll notice that nice red string of ships. Thats almost 200 Narn ships chasing after two garda from a "rebel" group that are in turn chasing after a Frazi squad. Not only out of the gravity well but they are actually closing in on another "galaxy"... This also made the Narn stop their expansion and really slowed the game down. (I havn't slowed the Frazi ships down to 200 in speed yet, but I guess that It has to be done for sake of the game.)

( link to the picture: http://www.filedropper.com/frazi-hunt )

This is most likely the fault of some ship models (meshes) not having a hangar nullpoint, therefore sins spawns them at weird places.

Reply #3878 Top

Quoting TobiWahn_Kenobi, reply 3876
No Titan Foundry, no Titan.

Not strictly true. Titan's can be produced by an ability placed on the capital ship yard and that approach overcomes the 1 titan at a time limit imposed by use of the foundry. This also saves us (or some hapless volunteer) from having to make yet another model. So two birds with one proverbial stone if titans are generated by ability.

You're the mod leader though so modify tech trees as required to support.

+1 Loading…
Reply #3879 Top

Quoting Darvroth, reply 3878
Not strictly true. Titan's can be produced by an ability placed on the capital ship yard and that approach overcomes the 1 titan at a time limit imposed by use of the foundry. This also saves us (or some hapless volunteer) from having to make yet another model. So two birds with one proverbial stone if titans are generated by ability.

I believe this is correct. This would allow all EA ships to be built at the same yard.

Reply #3880 Top

TobiWahn,

Ticket 141 contains the titan ability files for EA, Narn, Minbari and Centauri.

Reply #3881 Top

The particle effect for the Victory's Cleansing Brilliance (like on the old babylon5ins blog) doesn't appear - the ability appears to work, just invisibly. :ninja:

Suggest a "pursuit" ability for Omega destroyer which increases acceleration & sublight speed by, say, 20/30/40%. It would allow it to keep up with Hyperions and frigates. Tempted to call it 'Right down their throats' after Mayor Ryan's order when defending B5 against Clark's fleet,

Reply #3882 Top

Correct me if I'm wrong but the Minbari Civil War took place and concluded before the EA civil war?

Reply #3883 Top

Minbari civil war started (series 4) after Proxima III & B5 split from the EA (series 3), but finished before Clark did himself in (near end of series 4).

I suppose if you're reflecting this in the tech trees, you could have the Minbari civil war tech have larger negative effects than the EA's but the time taken to research 'Reform Grey council' is less than 'Restored EarthGov', ie

Minbari Civil War: short & severe - society shattered by division + ruthless Warrior Caste

Earth Civil War: drawn out & protracted - loyalty to EarthGov enforced by Nightwatch + Sheridan's limited number of EA ships

Reply #3884 Top

Hi, been absent for a while (but worked on things behind the scenes)

Quoting Darvroth, reply 3878
Not strictly true. Titan's can be produced by an ability placed on the capital ship yard and that approach overcomes the 1 titan at a time limit imposed by use of the foundry. This also saves us (or some hapless volunteer) from having to make yet another model. So two birds with one proverbial stone if titans are generated by ability.

You're the mod leader though so modify tech trees as required to support.

There is no titan limit afaik. Research defines how many titans may be produced. And I very much prefer using the titan foundry over using an ability that spawns a ship.

Quoting NewHorizons, reply 3882
Suggest a "pursuit" ability for Omega destroyer which increases acceleration & sublight speed by, say, 20/30/40%. It would allow it to keep up with Hyperions and frigates. Tempted to call it 'Right down their throats' after Mayor Ryan's order when defending B5 against Clark's fleet,

Sounds good. Just file a ticket, the ability should be fairly easy.

Quoting NewHorizons, reply 3882
The particle effect for the Victory's Cleansing Brilliance (like on the old babylon5ins blog) doesn't appear - the ability appears to work, just invisibly.

I need to check on this. It should work but I will check why it may not.

Quoting NewHorizons, reply 3884
Minbari civil war started (series 4) after Proxima III & B5 split from the EA (series 3), but finished before Clark did himself in (near end of series 4).

I suppose if you're reflecting this in the tech trees, you could have the Minbari civil war tech have larger negative effects than the EA's but the time taken to research 'Reform Grey council' is less than 'Restored EarthGov', ie

Minbari Civil War: short & severe - society shattered by division + ruthless Warrior Caste

Earth Civil War: drawn out & protracted - loyalty to EarthGov enforced by Nightwatch + Sheridan's limited number of EA ships

Sounds realistic. What exactly do you propose?

 

Reply #3885 Top

Quoting TobiWahn_Kenobi, reply 3885
There is no titan limit afaik. Research defines how many titans may be produced. And I very much prefer using the titan foundry over using an ability that spawns a ship.

But that's wrong; there is a one Titan hardcap excluding usage of abilities.

Reply #3886 Top

Quoting Lavo_2, reply 3886
But that's wrong; there is a one Titan hardcap excluding usage of abilities.

 

So if I set

researchModifier
    modifierType "TitanConstructionCap"
    baseValue 0.000000
    perLevelValue 0.250000

to 2 or more (cumulatively) I will still be able to only build one? Damn.

Just to tease you all, Rebellion Vorchans and pics of the Minbari Neshatan:

Reply #3887 Top

Quoting TobiWahn_Kenobi, reply 3885
Sounds good. Just file a ticket, the ability should be fairly easy.

New Horizon use ticket 38 and either add a passive ability or modify one of the existing abilities or if one must be dropped propose the best fit.

 

 

Reply #3888 Top

Quoting TobiWahn_Kenobi, reply 3885
Quoting NewHorizons, reply 3884Minbari civil war started (series 4) after Proxima III & B5 split from the EA (series 3), but finished before Clark did himself in (near end of series 4).I suppose if you're reflecting this in the tech trees, you could have the Minbari civil war tech have larger negative effects than the EA's but the time taken to research 'Reform Grey council' is less than 'Restored EarthGov', ieMinbari Civil War: short & severe - society shattered by division + ruthless Warrior CasteEarth Civil War: drawn out & protracted - loyalty to EarthGov enforced by Nightwatch + Sheridan's limited number of EA ships
Sounds realistic. What exactly do you propose?

I'm reworking the Minbari tech tree and was trying to place them realative to the time line reset with the EA. Been doing a lot of reading of cannon and some fan stuff well organized. It will likely be several weeks till I can post it...

Reply #3889 Top

Quoting TobiWahn_Kenobi, reply 3887
Minbari Neshatan

Isn't that a new model? Nice.

Reply #3890 Top

Quoting Darvroth, reply 3890
Isn't that a new model? Nice.

Yep, new one. I needed some creative work, so I made a ship. Texture is not completely final, but mostly.

Reply #3891 Top

Quoting TobiWahn_Kenobi, reply 3885
Sounds realistic. What exactly do you propose?

In addition to what the techs currently do ...

Minbari Civil War:-

* Negative population bonus - Warrior Caste were harsh, eg evicting the Religious Caste from a city and forcing them to walk across a vast frozen wasteland, pretty much a death march. Say -20% or back to base values.

* Increased module construction time & cost to reflect a breakdown in society

* Increased ship costs - War cruisers are in demand (by the Warriors) but their supply is limited as the other Castes have different priorities (like running away from the Warriors)

 

Reforge Grey Council:-

* Reduce its time, and maybe cost, to research - see Restored EarthGov for comparison

* Restore ship construction cost and population capacity back to pre civil war values

* Decrease module construction time to -5% below pre civil war values - Worker Caste now have a majority on the Council, so reconstruction is at the top of the agenda. Maybe throw in an extra module constructor and/or reduce time & cost of planet upgrades

 

EA Civil War:-

* Reduce the -20% drop in allegiance - initially martial law was quite popular as it cut crime (although that could have been propaganda!). Maybe introduce a tech that is dependent on civil war & on the same tier, but a pre-requisite of Restored EarthGov, that reduces allegiance, ie populace gets tired of living under a totalitarian regime.

* Negative diplo relationship to reflect Clark's isolationist/anti-xeno policies - although that may already be covered by a nearby tech

* Reduce rate of fire and increase ability cooldowns - many captains/crews that didn't leave EarthForce were still uneasy with orders from EarthGov, eg fire on fellow EA ships, bombarding civilians, blockading colonies.

* Negative fleet supply bonus to reflect that some of your fleet has defected, say -50

 

Restored EarthGov:-

* Restore fleet supply, diplo relationship, rate of fire & ability cooldowns to pre civil war values

* Increase its time to research - gut feeling is that it should be around twice that of Reforge Grey Council (which would be reduced). Currently it's 1380 vs 1840 for Reforge Grey Council, so maybe set the times as 2000 & 1000.

* Adjust cost - I got the impression that EA's core economy stayed largely intact, so the cost could be increased (they can afford it) whereas the Minbari Federation was left in tatters - minor powers began to attack their trade ships and protectorates. I suppose though you could argue the converse though - if your empire is in a real post-revolutionary mess it'll cost more to rebuild.

 

Quoting TobiWahn_Kenobi, reply 3885
Sounds good. Just file a ticket, the ability should be fairly easy.
Already got something in the pipe-line that's derived from the Kodiak's Intercept ability and uses the particle/sound effects from the flagship Overload Engines ability. Just needs fine tuning & testing. I called it Flank Speed in the end so that it fits on the info card.

Reply #3892 Top

TobiWahn,

Reading through canon there are numerous references to swarms of Nail, shouldn't there be more squadrons on the various Minbari ships and not just from the Morshin?

Reply #3893 Top

Quoting Darvroth, reply 3893
Reading through canon there are numerous references to swarms of Nail, shouldn't there be more squadrons on the various Minbari ships and not just from the Morshin?

You'd have to be careful here as large numbers of strike craft are a major source of late game lag in Sins. If you're going to increase the squadron counts on cap ships, maybe reduce it on the Morshin.

Reply #3894 Top

Quoting NewHorizons, reply 3894
You'd have to be careful here as large numbers of strike craft are a major source of late game lag in Sins. If you're going to increase the squadron counts on cap ships, maybe reduce it on the Morshin.

Not ideal. The Morshin is the carrier of the Minbari. What good would it be if there were enough fighter without it?

Reply #3895 Top

Quoting TobiWahn_Kenobi, reply 3887
to 2 or more (cumulatively) I will still be able to only build one? Damn.

The tech's name might be a legacy name from an early draft of Titans, in reality it refers to the percentage of a Titan you can build (i.e. with 0.5 of the modifier researched you can build a Titan up to 50%).

Reply #3896 Top

Quoting Lavo_2, reply 3896
The tech's name might be a legacy name from an early draft of Titans, in reality it refers to the percentage of a Titan you can build (i.e. with 0.5 of the modifier researched you can build a Titan up to 50%).

Good to know, thanks.

Reply #3897 Top

CALL FOR HELP:

I've created new Factions for the races (well, not really, but they start as Faction Neutral now). I've not modified any of the base brushes (created my own, but load them all through additional entries in the brushes.manifest) and have not overridden any of the textures.

Problem is, I do not get the Titan Factory icon to show on planet selection (ACTIONICON_PLANET_blahblahblah) and I do not get the icon for going back to the planet section when in the titan factory subsection. The buttons work though and the Titan Icon itself shows just fine. What need I do?

Reply #3898 Top

Quoting TobiWahn_Kenobi, reply 3898
What need I do?

Use an ability we will need to use anyway to overcome the 1 titan limit and avoid the current issue entirely.

  :-"

 

Reply #3899 Top

Quoting Darvroth, reply 3899
Use an ability we will need to use anyway to overcome the 1 titan limit and avoid the current issue entirely.

Not an option :borg:

Reply #3900 Top

I'm speaking out of absolute curiosity here when I ask this question: Why is it not an option? I ask because I believe GoaFan77 and others have shown that instead of a 'Build Ship' icon, you instead click a 'Spawn Ship' icon still under the 'Build Titan' menu on the shipyard (Capital Ship Factory / Titan Factory). The spawned ships still count towards fleet supply, still cost resources, and Sins treats them as a normal titan that still levels. This method should not affect the Tech Tree either I would think.

 

Just curious I suppose. o_O